Beispiel #1
0
/*
================
UI_DrawNamedPic
=================
*/
void UI_DrawNamedPic( float x, float y, float width, float height, const char *picname ) 
{
	qhandle_t	hShader;

	hShader = ui.R_RegisterShaderNoMip( picname );
	ui.R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader );
}
Beispiel #2
0
/*
=================
UI_Init
=================
*/
void UI_Init( int apiVersion, uiimport_t *uiimport ) 
{
	gameinfo_import_t	gameinfo_import;

	ui = *uiimport;

	if ( apiVersion != UI_API_VERSION ) {
		ui.Error( ERR_FATAL, "Bad UI_API_VERSION: expected %i, got %i\n", UI_API_VERSION, apiVersion );
	}

	_UI_Init(qfalse);

	// get static data (glconfig, media)
	ui.GetGlconfig( &uis.glconfig );

	uis.scaley = uis.glconfig.vidHeight * (1.0/480.0);
	uis.scalex = uis.glconfig.vidWidth * (1.0/640.0);

	gameinfo_import.FS_FOpenFile = ui.FS_FOpenFile;
	gameinfo_import.FS_Read = ui.FS_Read;
	gameinfo_import.FS_ReadFile = ui.FS_ReadFile;
	gameinfo_import.FS_FreeFile = ui.FS_FreeFile;
	gameinfo_import.FS_FCloseFile = ui.FS_FCloseFile;
	gameinfo_import.Cvar_Set = ui.Cvar_Set;
	gameinfo_import.Cvar_VariableStringBuffer = ui.Cvar_VariableStringBuffer;
	gameinfo_import.Cvar_Create = ui.Cvar_Create;
	gameinfo_import.Printf = ui.Printf;
//	GI_Init( &gameinfo_import );

	Menu_Cache( );

	ui.Cvar_Create( "cg_drawCrosshair", "1", CVAR_ARCHIVE );
	ui.Cvar_Create( "cg_marks", "1", CVAR_ARCHIVE );
	ui.Cvar_Create ("s_language", "english", CVAR_ARCHIVE | CVAR_NORESTART);
}
Beispiel #3
0
/*
================
UI_FillRect

Coordinates are 640*480 virtual values
=================
*/
void UI_FillRect( float x, float y, float width, float height, const float *color ) 
{
	ui.R_SetColor( color );

	ui.R_DrawStretchPic( x, y, width, height, 0, 0, 0, 0, uis.whiteShader );

	ui.R_SetColor( NULL );
}
Beispiel #4
0
int UI_RegisterFont(const char *fontName) 
{
	int iFontIndex = ui.R_RegisterFont(fontName);
	if (iFontIndex == 0)
	{
		iFontIndex = ui.R_RegisterFont("ergoec");	// fall back
	}

	return iFontIndex;
}
Beispiel #5
0
/*
=================
UI_SetActiveMenu -
	this should be the ONLY way the menu system is brought up

=================
*/
void UI_SetActiveMenu( const char* menuname,const char *menuID )
{
	// this should be the ONLY way the menu system is brought up (besides the UI_ConsoleCommand below)

	if (cls.state != CA_DISCONNECTED && !ui.SG_GameAllowedToSaveHere(qtrue))	//don't check full sytem, only if incamera
	{
		return;
	}

	if ( !menuname ) {
		UI_ForceMenuOff();
		return;
	}

	//make sure force-speed and slowmodeath doesn't slow down menus - NOTE: they should reset the timescale when the game un-pauses
	Cvar_SetValue( "timescale", 1.0f );

	UI_Cursor_Show(qtrue);

	// enusure minumum menu data is cached
	Menu_Cache();

	if ( Q_stricmp (menuname, "mainMenu") == 0 )
	{
		UI_MainMenu();
		return;
	}

	if ( Q_stricmp (menuname, "ingame") == 0 )
	{
		ui.Cvar_Set( "cl_paused", "1" );
		UI_InGameMenu(menuID);
		return;
	}

	if ( Q_stricmp (menuname, "datapad") == 0 )
	{
		ui.Cvar_Set( "cl_paused", "1" );
		UI_DataPadMenu();
		return;
	}
#ifndef JK2_MODE
	if ( Q_stricmp (menuname, "missionfailed_menu") == 0 )
	{
		Menus_CloseAll();
		Menus_ActivateByName("missionfailed_menu");
		ui.Key_SetCatcher( KEYCATCH_UI );
		return;
	}
#endif
}
Beispiel #6
0
void UI_SetCvarFloat( const char *cvar, float value )
{
	char s[ 16 ];

	sprintf( s, "%f", value );
	uii.Cvar_Set( cvar, s );
}
Beispiel #7
0
/*
===============
UI_SaveMenu_f
===============
*/
static void UI_SaveMenu_f( void ) 
{
	ui.PrecacheScreenshot();

	trap_Key_SetCatcher( KEYCATCH_UI );
	Menus_ActivateByName("ingamesaveMenu");
}
Beispiel #8
0
/*
================
UI_DrawHandlePic
=================
*/
void UI_DrawHandlePic( float x, float y, float w, float h, qhandle_t hShader ) 
{
	float	s0;
	float	s1;
	float	t0;
	float	t1;

	if( w < 0 ) {	// flip about horizontal
		w  = -w;
		s0 = 1;
		s1 = 0;
	}
	else {
		s0 = 0;
		s1 = 1;
	}

	if( h < 0 ) {	// flip about vertical
		h  = -h;
		t0 = 1;
		t1 = 0;
	}
	else {
		t0 = 0;
		t1 = 1;
	}

	ui.R_DrawStretchPic( x, y, w, h, s0, t0, s1, t1, hShader );
}
Beispiel #9
0
void UI_SetCvarInt( const char *cvar, int value )
{
	char s[ 16 ];

	sprintf( s, "%d", value );
	uii.Cvar_Set( cvar, s );
}
Beispiel #10
0
/*
=================
UI_Argv
=================
*/
static char *UI_Argv( int arg ) 
{
	static char	buffer[MAX_STRING_CHARS];

	ui.Argv( arg, buffer, sizeof( buffer ) );

	return buffer;
}
Beispiel #11
0
/*
=================
UI_Cvar_VariableString
=================
*/
char *UI_Cvar_VariableString( const char *var_name ) 
{
	static char	buffer[MAX_STRING_CHARS];

	ui.Cvar_VariableStringBuffer( var_name, buffer, sizeof( buffer ) );

	return buffer;
}
Beispiel #12
0
/*
===============
UI_SaveMenu_f
===============
*/
static void UI_SaveMenu_f( void )
{
#ifdef JK2_MODE
	ui.PrecacheScreenshot();
#endif

	trap_Key_SetCatcher( KEYCATCH_UI );
	Menus_ActivateByName("ingamesaveMenu");
}
Beispiel #13
0
int UI_GetCvarInt( const char *name, int def )
{
	cvar_t *cvar = uii.Cvar_Find( name );

	if( !cvar )
	{
		return def;
	}

	return cvar->integer;
}
Beispiel #14
0
float UI_GetCvarFloat( const char *name, float def )
{
	cvar_t *cvar = uii.Cvar_Find( name );

	if( !cvar )
	{
		return def;
	}

	return cvar->value;
}
Beispiel #15
0
qboolean UI_ConsoleCommand( void )
{
	char	*cmd;

	if (!ui.SG_GameAllowedToSaveHere(qtrue))	//only check if incamera
	{
		return qfalse;
	}

	cmd = UI_Argv( 0 );

	// ensure minimum menu data is available
	Menu_Cache();

	if ( Q_stricmp (cmd, "ui_cache") == 0 )
	{
		UI_Cache_f();
		return qtrue;
	}

	if ( Q_stricmp (cmd, "levelselect") == 0 )
	{
		UI_LoadMenu_f();
		return qtrue;
	}

	if ( Q_stricmp (cmd, "ui_teamOrders") == 0 )
	{
		UI_SaveMenu_f();
		return qtrue;
	}

	if ( Q_stricmp (cmd, "ui_report") == 0 )
	{
		UI_Report();
		return qtrue;
	}

#ifndef JK2_MODE
	if ( Q_stricmp (cmd, "ui_load") == 0 )
	{
		UI_Load();
		return qtrue;
	}
#endif

	return qfalse;
}
Beispiel #16
0
const char *UI_ConfigString( int index )
{
	return uii.GetConfigstring( index );
}
Beispiel #17
0
/*
=================
UI_UpdateScreen
=================
*/
void UI_UpdateScreen( void ) 
{
	ui.UpdateScreen();
}
Beispiel #18
0
/*
=================
UI_ForceMenuOff
=================
*/
void UI_ForceMenuOff (void)
{
	ui.Key_SetCatcher( ui.Key_GetCatcher() & ~KEYCATCH_UI );
	ui.Key_ClearStates();
	ui.Cvar_Set( "cl_paused", "0" );
}
Beispiel #19
0
const char *UI_GetCvarString( const char *cvar, char *def )
{
	return uii.Cvar_GetString( cvar, def );
}
Beispiel #20
0
void UI_ListFiles( const char *filespec )
{
	ui.fileList.RemoveAllItems();
	uii.File_ListFiles( filespec );
}
Beispiel #21
0
/*
=================
UI_Init
=================
*/
void UI_Init( int apiVersion, uiimport_t *uiimport, qboolean inGameLoad )
{
	ui = *uiimport;

	if ( apiVersion != UI_API_VERSION ) {
		ui.Error( ERR_FATAL, "Bad UI_API_VERSION: expected %i, got %i\n", UI_API_VERSION, apiVersion );
	}

	// get static data (glconfig, media)
	ui.GetGlconfig( &uis.glconfig );

	uis.scaley = uis.glconfig.vidHeight * (1.0/480.0);
	uis.scalex = uis.glconfig.vidWidth * (1.0/640.0);

	Menu_Cache( );

	ui.Cvar_Create( "cg_drawCrosshair", "1", CVAR_ARCHIVE );
	ui.Cvar_Create( "cg_marks", "1", CVAR_ARCHIVE );
	ui.Cvar_Create ("s_language",			"english",	CVAR_ARCHIVE | CVAR_NORESTART);
#ifndef JK2_MODE
	ui.Cvar_Create( "g_char_model",			"jedi_tf",	CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
	ui.Cvar_Create( "g_char_skin_head",		"head_a1",	CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
	ui.Cvar_Create( "g_char_skin_torso",	"torso_a1",	CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
	ui.Cvar_Create( "g_char_skin_legs",		"lower_a1",	CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
	ui.Cvar_Create( "g_char_color_red",		"255",		CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
	ui.Cvar_Create( "g_char_color_green",	"255",		CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
	ui.Cvar_Create( "g_char_color_blue",	"255",		CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
	ui.Cvar_Create( "g_saber_type",			"single",	CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
	ui.Cvar_Create( "g_saber",				"single_1",	CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
	ui.Cvar_Create( "g_saber2",				"",			CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
	ui.Cvar_Create( "g_saber_color",		"yellow",	CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
	ui.Cvar_Create( "g_saber2_color",		"yellow",	CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );

	ui.Cvar_Create( "ui_forcepower_inc",	"0",		CVAR_ROM|CVAR_SAVEGAME|CVAR_NORESTART);
	ui.Cvar_Create( "tier_storyinfo",		"0",		CVAR_ROM|CVAR_SAVEGAME|CVAR_NORESTART);
	ui.Cvar_Create( "tiers_complete",		"",			CVAR_ROM|CVAR_SAVEGAME|CVAR_NORESTART);
	ui.Cvar_Create( "ui_prisonerobj_currtotal", "0",	CVAR_ROM|CVAR_SAVEGAME|CVAR_NORESTART);
	ui.Cvar_Create( "ui_prisonerobj_mintotal",  "0",	CVAR_ROM|CVAR_SAVEGAME|CVAR_NORESTART);

	ui.Cvar_Create( "g_dismemberment", "3", CVAR_ARCHIVE );//0 = none, 1 = arms and hands, 2 = legs, 3 = waist and head
	ui.Cvar_Create( "cg_gunAutoFirst", "1", CVAR_ARCHIVE );
	ui.Cvar_Create( "cg_crosshairIdentifyTarget", "1", CVAR_ARCHIVE );
	ui.Cvar_Create( "g_subtitles", "0", CVAR_ARCHIVE );
	ui.Cvar_Create( "cg_marks", "1", CVAR_ARCHIVE );
	ui.Cvar_Create( "d_slowmodeath", "3", CVAR_ARCHIVE );
	ui.Cvar_Create( "cg_shadows", "1", CVAR_ARCHIVE );

	ui.Cvar_Create( "cg_runpitch", "0.002", CVAR_ARCHIVE );
	ui.Cvar_Create( "cg_runroll", "0.005", CVAR_ARCHIVE );
	ui.Cvar_Create( "cg_bobup", "0.005", CVAR_ARCHIVE );
	ui.Cvar_Create( "cg_bobpitch", "0.002", CVAR_ARCHIVE );
	ui.Cvar_Create( "cg_bobroll", "0.002", CVAR_ARCHIVE );

	ui.Cvar_Create( "ui_disableWeaponSway", "0", CVAR_ARCHIVE );
#endif



	_UI_Init(inGameLoad);
}
Beispiel #22
0
cvar_t *UI_FindCvar( const char *cvar )
{
	return uii.Cvar_Find( cvar );
}